//-*****************************************************************************
//
// Copyright (c) 2009-2010,
//  Sony Pictures Imageworks, Inc. and
//  Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd.
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#ifndef _FluidSimDemo_MeshDrw_h_
#define _FluidSimDemo_MeshDrw_h_

#include <FluidSimDemo/Foundation.h>
#include <FluidSimDemo/Drawable.h>
#include <FluidSimDemo/TransformDrw.h>

namespace FluidSimDemo {

//-*****************************************************************************
class MeshDrw : public TransformDrw
{
public:
    MeshDrw( IObjectPtr iObject, CollisionObjects &ocol );

protected:
    virtual void readShape( float i_frame,
                            const M44d &iParentXform );
    virtual void drawShape( const DrawContext & i_ctx ) const;

    void createTriangles();

    Atg::IMeshTrait m_meshTrait;
    Atg::INormalsTrait m_normalsTrait;
    bool m_valid;

    Abc::IV3fSample m_points;
    Abc::IV3fSample m_normals;

    Abc::IIntSample m_indices;
    Abc::IIntSample m_counts;

    //-*************************************************************************
    // DRAW HELPER STUFF
    //-*************************************************************************
    typedef V3i Tri;
    typedef std::vector<Tri> Triangles;
    Triangles m_triangles;
    std::vector<V3f> m_customNormals;
};

} // End namespace FluidSimDemo

#endif
